It supports output into several languages supported by the underlying API. The GUI app runs this script and hooks into its logs as well as providing functionality to edit settings and cached translations. For example, in a particular battle, it might randomly be decided that the 4th character to act (friend or foe) will have a boost to Fire Damage on that turn.The core of this tool is a ruby script called auto_translate.rb. This allows you to go a bit deeper and lay special properties for specific "turns" on the order, so that the player has this minigame of trying to get the right character on the right order. Different skills have different effects on how long it will take for your next move (my ATB system actually already supports this, but it is a more integral feature of CTB), and this is reflected in the interface, so you can plan accordingly.
Instead of showing ATB Gauges, it displays a list of predicted turn order What is CTB version? I know the ATB from FF7, I don't know the other one though. The end goal is to have a script that can be used for standard ATB, CTB or Grandia-style ATB (with spell casting times and interrupts) systems. If so, I'm working exactly on that right now. Originally posted by Ellye:Final Fantasy X style? Save the following script as "EllyeSimpleATB.js" But do let me know of any bugs or other issues!
#Rpg maker vx ace ff7 iconset full#
The code is obviously a bit of a mess - I've just coded this throught the witching hours after a full workday.
#Rpg maker vx ace ff7 iconset free#
This is basically the "Agility" that the turn timer would have (it also might affect status effects set for "Turn End" instead of "Action End").įeel free to use this script as much as you want. You can also set a "Turn Timer" - this is relevant for mid-battle Events that have a turn condition. You can set a "weight" for the Agility attribute, if you feel that the default one doesn't work well with the numbers you're using in your project (i.e: perhaps you want to make Agility even more relevant, or perhaps you feel like this script is making agility a bit too relevant and want to tune it down). Monsters use the same system (but their gauge is hidden). So your combat is no longer structured on rounds where everyone gets to act exactly the same amount of time, but instead is more free-form: a character that is considerably faster will get to act more times during a fight. The most agility he has, the quicker the gauge fills up.Ī character gets to act when his gauge is full. The speed that this gauge fills up is based on your character Agility. It adds a new gauge besides your HP, MP (and possibly TP), called a "AT" gauge. It changes the way your battle works slightly, by turning it into ATB (Active Time Battle) combat as many of the Final Fantasy games (plus a few others). This is a pretty straightforward script that works nicely in a plug'n'play style, no real setup required. Perhaps something similar is even already implemented in some of the core plugins, I didn't check. Well, since we have no Workshop yet, I figured I might as well post this here:ĭisclaimer: I did this mostly as a learning experiment for RPG Maker MV, but it should also be usuable.